```{eval-rst} .. meta:: :description: Find out how to import Copresence avatars into Metahuman 5.8 for creating realistic digital humans in minutes. ``` # MetaHuman 5.8 :::{admonition} Note :class: info We are working on automating most of these manual steps in the future. Stay tuned! ::: ## Prerequisites Create a scan using the Copresence app and download the MetaHuman export of the scan from the [Copresence web app](https://app.copresence.tech/). Extract the downloaded zip file to a location of your choice. Now create a new Unreal Engine 5.8 project or open an existing one. Make sure you have the following plugins activated: - MetaHuman Creator (including the Core assets) - MetaHuman Core Tech - MetaHuman SDK - Groom - Alembic Groom Importer ## 1. Load Copresence Assets ### 1.1 Import Go to your UE project and drag and drop the relevant Copresence assets from the extracted zip into your content drawer. The following files are required: - diffuse.png - hair.abc - Beard.abc if present - template.obj Whenever a dialog opens on import, use the default settings and confirm. ```{figure} _static/metahuman_58/import.jpg :name: Asset Import :align: center ``` ### 1.2 Hair Preparation To use the imported hair assets `hair.abc`(and `Beard.abc` if it is present) later, groom bindings are required. Therefore, do the following: 1. Right-click the template mesh and click `Convert to Skeletal Mesh`. Use the default settings and confirm. 2. Right-click each of the groom assets and click `Create Binding Asset`. Select the Skeletal Mesh object from the previous step as source and target. Create the bindings and save them in the editor window that opens. ```{figure} _static/metahuman_58/hair_binding.jpg :name: Creation of the hair binding :align: center ``` To properly adjust the hair colors and material properties later, double click each of imported groom asset. In the editor window, go to the material tab and create a new material slot. Select `MI_Hair` as material. You may also want to change the thickness, interpolation and physics settings in the other tabs. After that everything is set up to be used in MetaHuman. :::{admonition} Missing `MI_Hair` material? :class: warning If you cannot select the `MI_Hair` material for the material slot, check the settings of your content browser and make sure both `Plugin Content` and `Engine Content` are enabled. ::: ```{figure} _static/metahuman_58/hair_material.jpg :name: Setting the hair material :align: center ``` ## 2. MetaHuman from Template Geometry Right-click in your content browser and select `MetaHuman Character` under the `MetaHuman` sub-menu. Then double-click the newly created asset. The MetaHuman creator will open in a new window. To transfer the geometry of your Copresence scan, select the `Import` section on the left. Select `From Template`, and then `Mesh Fit`. Then look for the `Head Mesh` section of the `Assets` menu and choose the imported static mesh `template` as the mesh. At the end click on `Apply`. See the screenshot below for a better overview. ```{figure} _static/metahuman_58/geometry.png :name: Transferring the geometry :align: center ``` ## 3. Assign Textures To use the scanned textures, select the `Materials` section on the left, and select `Texture & Material Overrides`. Under the `Texture Overrides` menu, tick the `Enable Texture Overrides` box and look for the `Face` category of the newly present `Texture Overrides` menu. Create a map element, select `Base Color` and pick the imported `Diffuse` texture added in the first step. Note, in the future we will export more maps that can be added here as well. See the screenshot below for a better overview. ```{figure} _static/metahuman_58/texture.png :name: Transferring the texture :align: center ``` Optionally, at the top you may select a skin to that matches, the face texture well. Future releases will improved the blending between face and body textures. ## 4. Apply Hair To add the scanned hair assets, select `Hair & Clothing` on the left and drag the hair binging asset created in step 1 to the grooms panel. Select it an click `Accessory Properties`. A window will open and under `Pipeline` select `Default Groom Pipeline`. Save and close the window. Now, after double-clicking your groom again, the MetaHuman will wear it. If a beard asset has been imported along with the hair, drag its groom binding into the `Beard` section of `Hair & Clothing`, then double click it just like with the hair. Under `Details` you can change material properties, for example hair color, dye color or roughness. ```{figure} _static/metahuman_58/hair.jpg :name: Transferring the hair assets :align: center ``` ## 5. Customize and Assemble Before finalizing, you may add customizations. We recommend to choose a suitable eye color, align eyeballs in sculpt mode (if they look off) and add clothing. Then click `Create Full Rig` and `Download Texture Source`. Now, you will be able to assemble the final MetaHuman. ```{figure} _static/metahuman_58/customize.jpg :name: Adding customizations :align: center ``` :::{admonition} Note :class: info We are working on automating most of these manual steps in the future. Stay tuned! :::